Our exedition parties have often stated how choosing the right spells can make the difference: in this guide, we will take a look on the 12 Best Area of Effect (AoE) spells in DnD 5e that you can use in your adventures. These spells will be your tactical tools that can turn the tide of any battle and give your party an opportunity to retreat, or push for a final winning attack against your foes.
TABLE OF CONTENTS
What are Area of Effect Spells?
Area of Effect spells, commonly abbreviated as AoE spells, are magical incantations that affect multiple targets within an area that assumes the form of a specified geometric shape (Cone, CIlinder, Cube etc), . Unlike single-target spells, AoE spells can affect a circle, cone, line, or even more complex shapes. The effectiveness of these spells often depends on various factors such as spell level, caster’s ability modifiers, enemies dexterity and abilities, and, finally, situational elements like positioning.
The Importance of Area of Effect Spells in DnD 5e
In the heat of battle, AoE spells are invaluable assets that you can use both for offense and defense.
As a matter of fact a talented Spellcaster can use these spells to defend himself/herself and his/her party and control the battlefield by creating rugged terrain, hindering enemy movement, or altering environmental conditions.
On the offensive front, AoE spells can be used to damage multiple enemies at the same time, making them exceptionally effective against hordes comprised of weaker foes or with enemies that are hidden behind covers (making them quite difficult to hit with precision spells or other projectiles)
The 12 Most Potent Area of Effect Spells in DnD 5e
Now, let’s take a look at the 12 most helpful and dangerous Area of Effect spells in Dungeons and Dragons. In this list they have been sorted randomically.
1. Thunderwave
Level: 1rst
Spell School: Evocation
Saving throw: CON
Damage Type: Thunder
Casting time: 1 action
Duration: Istantaneous (~ 0.5 seconds )
Range: Yourself (15 ft. Cube)
Thunderwave is a spell that emanates a wave of thunderous force in a 15-foot cube from the caster. It deals 2d8 thunder damage and pushes affected creatures 10 feet away: to avoid being pushed away, the targets must overcome a Constitution (CON) saving throw. However keep in mind that even a successful saving throw does not avoid the target to receive damage. The spell’s strength lies in its ability to disrupt enemy formations and potentially push foes into hazardous areas.
Tips and Suggestions: Thunderwave is best used when your character is surrounded or needs to create a quick escape route. It can also serve as a way to push enemies into traps or off ledges.
2. Shatter
Shatter is a spell that creates a sudden, loud, painfully intense, ringing noise that affect creatures in a 10-foot-radius sphere. All targets inside the area must make a Constitution saving throw, on a failed they will rceive 3d8 thunder damage, or half as much on a successful one. Since the mage is caused by vibration, creatures made by inorganic materials (for example metal, stone or crystal) have a disadvantage on that saving throw.
Another interesting characteristic of this incantation is that it can also damage objects, making it versatile not only in combat but also in utility.
Tips and Suggestions: Shatter is particularly effective against creatures made of inorganic material like stone, crystal, or metal, as they have disadvantage on the saving throw. Use it to target clusters of such enemies or to destroy objects that may be aiding your foes.
3. Call Lightning
Call Lightning conjures a storm cloud and allows the caster to call down a bolt of lightning that deals 3d10 lightning damage in a 5-foot-radius, 60-foot-high cylinder. The spell lasts for 10 minutes, allowing multiple uses in prolonged battles.
Tips and Suggestions: This spell is best used in outdoor settings where you can take advantage of its full height. It’s also effective for controlling the battlefield over time, as you can reposition the lightning strike on each turn.
4. Fireball
Fireball is perhaps the most iconic AoE spell among the community: this spells creates a a 20-foot-radius sphere that deals 8d6 fire damage. It’s a 3rd-level spell, making it accessible relatively early in a caster’s career. Like many other spells, the damage increases with each higher casting level starting from the 4th, making a rather dangerous spell to create chaos in the enemy ranks.
Tips and Suggestions: Fireball does not have a huge AOE, so you can use on “precision” strikes against huge enemies or sheltered targets. Keep also in mind that worth noting that the fire can ignite flammable objects, which it surely a great advantage, but it can also become a disadvantage in some situations.
Curiosity: technically this spells is not an actual sphere of fire that flies from the caster to the enemy, but rather it is like a flaming sphere appears right at the center of the AOE of this incantation. However this reppresentation is not “written on stone”, we believe that you can adapt the way it hits the target according to your own taste.
5. Hypnotic Pattern
Level: 3th
Spell School: Illusion
Saving throw: WIS
Damage Type: Charmed
Casting time: 1 action
Duration: 1 Minutes (~10 turns)
Range: 120 feet (30 ft Cube)
Hypnotic Pattern creates a twisting pattern of colors in a 30-foot cube within range. The spell incapacitates (bringing their speed to 0) and charms creatures within its area for the duration of the spell, making it a powerful crowd-control tool.
Tips and Suggestions: Use a Hypnotic Pattern to neutralize groups of enemies, allowing your party to focus on other threats. Be cautious, as the spell ends for an affected creature, if it takes damage or if someone else uses an action to shake it out of its stupor.
6. Wall of Fire
Level: 4th
Spell School: Evocation
Saving throw: CON
Damage Type: Fire
Casting time: 1 action
Duration: 1 minute (~10 turns)
Range: 120 feet
Wall of Fire is a spell that allows you to create a wall of fire on a solid surface within range. The wall can be up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter. It deals 5d8 fire damage to creatures within its area.
Tips and Suggestions: Wall of Fire is excellent for battlefield control. You can use it to divide enemy forces, protect your party, or even trap enemies in a ring of fire. It’s particularly effective when used in choke points or narrow passages.
7. Cloudkill
Cloudkill creates a 20-foot-radius sphere of poisonous, yellow-green fog. Once the fog enters in contact with a creature within the AOE, it will deal 5d8 poison damage to all creatures within its area, making it a deadly choice for confined spaces.
Tips and Suggestions: Cloudkill is most effective in enclosed environments where enemies cannot easily escape the poisonous fog. It can also be combined with spells or abilities that restrict enemy movement, amplifying its lethal potential.
8. Cone of Cold
Level: 5th
Spell School: Evocation
Saving throw: CON
Damage Type: Cold
Casting time: 1 action
Duration: Instantaneous (~0.5 seconds)
Range: 60 feet ( 60 ft Cone)
Cone of Cold releases a blast of cold air that affect an area inside a 60-foot cone that starts from your position. This evocation deals 8d8 cold damage to creatures within this area. It’s a 5th-level spell, making it a powerful option only for higher-level casters.
Another effect of this incantation is that every enemy it kills, it will transform them into horrifying frozen statues.
Tips and Suggestions: Cone of Cold is best used against enemies who are weak to cold damage or when you can catch multiple weak foes in its wide area. Be mindful of its cone shape, as poor positioning could also affect allies.
9. Chain Lightning
Level: 6th
Casting time: 1 action
Duration: Instantaneous (~0.5 seconds)
Range: 150 ft
Chain Lightning is a 6th-level spell that behaves in a rather particular manner: rather than distribute evenly in a certain area, it targets one creature and then arcs to hit additional creatures in a certain zone. It deals 10d8 lightning damage to the primary target and arcs to up to three additional targets, each taking the same damage.
Tips and Suggestions: Chain Lightning is most effective when enemies are clustered together but not so close that a different AoE spell would be more efficient. It’s excellent for targeting high-priority enemies while also damaging their nearby allies.
10. Earthquake
Level: 8th
Casting time: 1 action
Duration: Istantaneous (~0.5 seconds)
Range: 500 ft
Earthquake is an 8th-level spell that creates intense tremors in the ground, affecting a 100-foot-radius circle. It can cause structures to collapse and creates rugged terrain, making it both a damaging and controlling spell.
Tips and Suggestions: Earthquake is best used in large, open areas where its full radius can be utilized. It’s also effective for disrupting enemy fortifications or causing chaos in a battlefield.
11. Sunburst
Level: 8th
Spell School: Evocation
Saving throw: CON
Damage Type: Radiant
Casting time: 1 action
Duration: Istantaneous (~0.5 seconds)
Range: 150 ft (60 ft. Cone)
Sunburst lets you create a burst of radiant light in a 60-foot radius, dealing 12d6 radiant damage and creates such a bright light that blinds all creatures that does not succeed the CON Saving throw. It is a Spell that only highly skilled magicians can use.
Tips and Suggestions: Sunburst is particularly effective against creatures vulnerable to radiant damage or those that rely on sight. Its large radius makes it excellent for affecting multiple enemies, but be cautious of its potential also to affect allies.
12. Meteor Swarm
Level: 8th
Spell School: Evocation
Saving throw: CON
Damage Type: Fire (+bludgeoning)
Casting time: 1 action
Duration: Istantaneous (~0.5 seconds)
Range: 150 ft (60 ft. Cone)
Meteor Swarm is a 9th-level spell that is the epitome of magical devastation, often considered the Most Poweful spell in the 5th edition. When the caster uses this spell, he/she is able to call down four meteors that falls to the ground and explode in 40-foot-radius spheres, dealing a staggering combination of 20d6 fire damage and 20d6 bludgeoning damage. The spell has a range of 1 mile, making it incredibly versatile.
Tips and Suggestions: Given its high spell level, Meteor Swarm is best saved for dire situations requiring overwhelming force and a complete annhilation of your foes. It’s ideal for dealing with large groups of powerful enemies or as a last resort to turn the tide of battle.
FAQ (Frequently Asked Question)
What is the most Poweful AOE Spell in 5e
While obviously all spells can be dangerous and effective if used in the right conditions, from the prospective of raw damange and of the area that affact with its damage Meteor Swar is definetely the most powerful AOE Spell and, probably, also the most powerful spell in the 5e multiverse. In this case we talk about almost a “civilization-ending” spell.
Conclusion
Area of Effect spells in Dungeons & Dragons 5e offer a dynamic range of options for both damage and control. Understanding these spells’ mechanics, types, and strategies can significantly enhance your combat effectiveness: whether you’re looking to rain down destruction with a Meteor Swarm or control the battlefield with a well-placed Wall of Fire, AoE spells provide the tools you need to succeed. We hope this guide is a comprehensive resource for mastering these potent spells. May your spells always find their mark, and may your adventures be epic.
Further Reading
Here are further suggestions about this topic:
- How to use Cone AOE Spells in the world’s most-played TTRPG
- Discover all the different types of Area of Effect spells in D&D 5e
- Read our archive for 5e Creatures and Monsters
Credits
Here are the sources we use to learn about the 12 Best Area of Effect Spells in DnD 5e
- Discover more about AOE Spells
- Another interesting opinion about this type of spell
- Artworks from Olive Bernard, David Szabo